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Next New Class?

thechalkdust
thechalkdust
Soul Shriven
What new class do you hope for next?

Monk - Monks combine religious devotion to physical training with inner spiritual power and a versatile pocket staff for rebuking evil.
Skill Lines: Martial Tradition, Spiritual Focus, Concealed Quarterstaff

Wizard - Prodigious students of advanced magical techniques, Wizards specialize in the most difficult incantations, strategic warfare, and celestial magic.
Skill Lines: Scholastic Excellence, Battlemage’s Discipline, Aetherial Starlight

Mechanist - Tinkerers gifted in the restoration and maintenance of intricate automated devices, Mechanists deploy constructs, sonic technology, and engineering expertise to rig the battle in their favor.
Skill Lines: Refurbished Constructs, Tonal Architecture, Apostle's Sermon

Bard - A wandering weaver of story and song, the Bard conducts a personal orchestra of instruments tuned to deliver pitch-perfect control, support, and power.
Skill Lines: Strings of Destiny, Soothing Winds, Percussive Impact
(Rotation defined by Instrumental and Vocal skills layered over time to create a battle song, combining long-duration baseline beats with harmonious buffs, channeled melodies, and instant flourishes.)

Mariner - Shipshape and set to sail, the Mariner seizes all the booty with swashbuckling prowess, Water Magic, and semiaquatic summons to commandeer victory!
Skill Lines: All Hands on Deck, Flowing Currents, Master of the Reef
(Reef pet duration governed by Wet+Parched status effects. Reef pets begin Wet for 4 seconds, and any Water contact refreshes Wet. Wet increases vulnerability to Shock and Frost Damage by 10% and resistance to Flame Damage by 20%. Taking Flame Damage reduces the duration of Wet by 1 second, once per second. If Wet isn't refreshed, pets become Parched for 4 seconds, then despawn. Parched pets suffer 20% reduced damage dealt and 20% vulnerability to Flame Damage.)

Shaman - Shamans manipulate unstable forces, weaponize briar & beast, and receive unnatural power from bargains with patron spirits.
Skill Lines: Hedge Craft, Thorn and Claw, Otherworldly Pact
(Witches and Warlocks would be interpreted as subtypes under the broader Shaman umbrella, having specific Daedric pact morphs or gendered coven affiliations. Some Daedric-themed morphs would be crimes.)

Next New Class? 79 votes

Monk
16%
vailjohn_ESOphilips666_18b16_ESOJames-Waynewhiteshadow711jppreub18_ESOxylenameekeyceeHroltharSallymenargonian37alternatelderFlameDarkLysorrisnightbringer1993 13 votes
Wizard
5%
calitrumanb14_ESOHoneyBunBadgersYudoElendildur 4 votes
Mechanist
25%
daryl.rasmusenb14_ESONemesis7884TankHealz2015Chilly-McFreezeAnnieKJierdanitESO_Nightingalecuddles_with_wrobleYandereGirlfriendLugalduMorvanMorninStarSoarorajoe_schmotmacedoxencthluheimdall14_9Moredhel83PathosDanteRavenshadow6513 20 votes
Bard
12%
DestaiAstironTruthSeekermaster_vanargandplaysforfunMelivarEmeratisBananaBenderWerewolfMoonHunterJolonBard 10 votes
Mariner
5%
JerroldLunaFloraE_LucanFrayton 4 votes
Shaman
8%
Alaztor91SilverStreekedward_frigidhandsNemecilBasPThoriorzbofh666 7 votes
Other
26%
starlizard70ub17_ESOAsdarawolfie1.0.rothan117Chaos2088BretonMageNord_RaseribmnobleNotaDaedraWorshippero_Primate_oZodiarkslayermoo_2021Tallon_IVAl_Ex_AndreHorace-WimpThe_Isatope8TyrTrolasArbozRadiate77Wup_sa 21 votes
  • Soarora
    Soarora
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    Mechanist
    Dwemer tinkerer then bard then monk then mariner. In order of popularity. I’d love a water class because I love Maormer but I’d rather a Maormer race before then since it’d prompt me to make another one (probably the one that has pink hair… so… need pink hair for that).
    Edited by Soarora on February 21, 2026 10:35PM
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • Maitsukas
    Maitsukas
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    I honestly don't want classes that are directly inspired by D&D.

    I am aware that Morrowind and Oblivion offer many classes to choose from (including Monk and Bard which are popular requests here over the years), but they were technically presets for your skill proficiencies, there weren't any special abilities tied to them as far as I remember.
    Edited by Maitsukas on February 21, 2026 10:46PM
    PC-EU @maitsukas

    Posting the Infinite Archive and Imperial City Weekly Vendor updates.

    Also trying out new Main Quests, Companions, ToT decks, Events and Styles on PTS.
  • Syldras
    Syldras
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    Skill Lines: Hedge Craft

    Hedge craft?

    fqu4ixqnmet4.png
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
    Soris Rethandus, a Sleeper not yet awake
  • tomofhyrule
    tomofhyrule
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    Other: All of the above lol

    Seriously though, I need a new Class in the worst way. ESO's averaged one new Class every three years so far (2014 release, 2017 Warden, 2019 Necro, 2023 Arc), so we're due... but the fact that this Class Refresh (aka trying to fix what Subclassing broke) is going until the end of 2027 means we aren't likely to get a new Class until 2028 at the earliest, which is 5 years after Arcanist.

    The thing to remember about ESO Classes is that they are designed to be viable (not necessarily meta) in all three holy trinity roles with any of the 6 weapon types and any of the three armor weights. This isn't D&D where you can say "[Class] can only use light armor and staves" (though that was actually a thing in Arena). This is one thing a lot of people forget when they're asking for a Monk 'Class' when what they really want is an unarmed weapon skill line. Also, the Class Refresh is intending to take Classes back to how they were in basegame, where the three lines are centered on a theme and have skills that any of the three roles could use; they're stepping back from the previous DLC idea of one-line-per-role.

    Still, there are a lot of choices they could go for.

    My #1 is a Dwemer Artificer. Yes, it's lore appropriate and I have the references, don't @ me. I'd do that with the following lines:
    • Secrets of Dwemer Animunculi (summonable permanent and temporary pets, including armor summons)
    • Kagrenac's Armory (traps and grenades, including traps you can trigger at will)
    • Tonal Architecture (standard D&D Bard stuff)

    Otherwise, there are still a lot of places they could go. There were actually 6 Classes planned for basegame back in the beta, but only four survived. The fifth released with Morrowind, but the sixth only exists as orphaned strings. A Battlemage could rise back up and use some of the traditional schools of magic (which based on the lore don't exist yet outside of Shad Astula). Another idea that could be fun would be to lean into cosmology and make a Celestial class, where the three lines are based on the Guardian constellations (Warrior, Mage, Thief) and the skills call on the other constellations themselves, referencing a lot of the enemies we see in the Craglorn trials. There are also a lot of NPC enemies using water magic, so I know a lot of people would like a Mariner to get some of those skills (and appropriate skins to cosplay Maormer), or even Sword-Singers to get into a Hammerfell mood. Heck, even give us a Sheogorath "Pay-to-lose" joke class that's specifically designed to be underpowered, as long as we get something legit like the Artificer first lol. It'd be fun to get some "get a trifecta where everyone's on the joke class lmao" achievements.

    But yeah, I need them to give us a new Class yesterday. With Subclassing now, the main complaint about having a new Class "but but but then I need to start a new character!" is not really there anymore, since we can totally just take one of those lines (or we can start a character; I have two orphaned backstories waiting). We even then get more sets to collect in the Archive, and it'd pretty well require new Companions to come in as well (I'm actually picturing getting Ugron gro-Thumog the Antiquarian as an Artificer Companion - he's a background enough character that he could totally just be retrofitted as one, and then that could give a boon of "+ lead drop chances" that would make him really popular)
  • thechalkdust
    thechalkdust
    Soul Shriven
    Also, the Class Refresh is intending to take Classes back to how they were in basegame, where the three lines are centered on a theme and have skills that any of the three roles could use; they're stepping back from the previous DLC idea of one-line-per-role.

    I really wish they'd go the other direction and reinforce the one-main-role per line DLC approach. Pure Classes can compensate with the upcoming Class Mastery passives, or with a simple class passive rework following a pattern where each class skill line has 2 unconditional passives, 1 that requires slotting a skill from that line on the current bar, and 1 that stacks based on the number of skills slotted on both bars from the *base class of the skill line*. That approach would make the fourth passive significantly stronger for Pure Classes, and offer another control hook for the devs to tune the gap away. They could also make things that enhance "Class Skills" (such as the Class Embodiment bonus in IA or the unique 5% Solar Barrage buff) only apply to the base class wherever that's not already the case.
    Edited by thechalkdust on February 22, 2026 9:33PM
  • bmnoble
    bmnoble
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    Other
    Doubt we are getting any until they go through the refresh of the existing classes.
  • Erickson9610
    Erickson9610
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    I want the ability to change my Class entirely first. Whether that's by a Class Change Token, or by removing the restrictions on Subclassing and Class Sets + Scribing Class Masteries, switching our base Class when we select three skill lines of the same other Class.

    We are getting Class Mastery passives in the near future, so we're given incentive to use 3 skill lines of the same Class. Hopefully no one will object to the ability to change our base Class now that pureclassing will be meta.

    I don't want to delete/replace my main character if a Class I actually like comes along. I want to change their base Class to that new Class. It's discouraging enough that my build isn't as optimized as it could be because I'm locked out of certain Class Sets, but now I might be locked out of Class Mastery passives as well, especially if the potential new Classes we get are a better fit for the build I'm going for.
    PC/NA — Lone Werewolf, the EP Templar Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • YandereGirlfriend
    YandereGirlfriend
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    Mechanist
    My top choices would be Dwemer Tinker (e.g. Machinist), Witchhunter (classic Elder Scrolls series class), and Bard.
  • heimdall14_9
    heimdall14_9
    ✭✭✭
    Mechanist
    I want the ability to change my Class entirely first. Whether that's by a Class Change Token, or by removing the restrictions on Subclassing and Class Sets + Scribing Class Masteries, switching our base Class when we select three skill lines of the same other Class.

    We are getting Class Mastery passives in the near future, so we're given incentive to use 3 skill lines of the same Class. Hopefully no one will object to the ability to change our base Class now that pureclassing will be meta.

    I don't want to delete/replace my main character if a Class I actually like comes along. I want to change their base Class to that new Class. It's discouraging enough that my build isn't as optimized as it could be because I'm locked out of certain Class Sets, but now I might be locked out of Class Mastery passives as well, especially if the potential new Classes we get are a better fit for the build I'm going for.

    because of different achievements based on lvling classes they cant do this , as youd then just need to lvl one class and switch it out between the rest and do 0 work for other class achievements for other classes , i get it lvling new toons is time consuming having 70+ toons cp between 16 accounts i do really understand the time but there is so many ways to power lvl these days that tbh i can take an toon from lvl 1-50 in few hours time
    only way would be if they lock change until you have reached lvl50 on the class already then it becomes available to be switched in and out of freely with token or whatever they use but they MUST limit it to you 1st having done that class type
    Edited by heimdall14_9 on February 22, 2026 1:55AM
  • tomofhyrule
    tomofhyrule
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    I want the ability to change my Class entirely first. Whether that's by a Class Change Token, or by removing the restrictions on Subclassing and Class Sets + Scribing Class Masteries, switching our base Class when we select three skill lines of the same other Class.

    We are getting Class Mastery passives in the near future, so we're given incentive to use 3 skill lines of the same Class. Hopefully no one will object to the ability to change our base Class now that pureclassing will be meta.

    I don't want to delete/replace my main character if a Class I actually like comes along. I want to change their base Class to that new Class. It's discouraging enough that my build isn't as optimized as it could be because I'm locked out of certain Class Sets, but now I might be locked out of Class Mastery passives as well, especially if the potential new Classes we get are a better fit for the build I'm going for.

    because of different achievements based on lvling classes they cant do this , as youd then just need to lvl one class and switch it out between the rest and do 0 work for other class achievements for other classes , i get it lvling new toons is time consuming having 70+ toons cp between 16 accounts i do really understand the time but there is so many ways to power lvl these days that tbh i can take an toon from lvl 1-50 in few hours time

    I don't know if the would be the main reason that they couldn't do it; after all, they could easily set it so that you are not allowed to swap to a Class unless you have the respective achievement in the first place. It's more that they've said that the Class is the one immutable part of a character... but that would be a useful thing for them to finally allow swapping now that Class Scripts and Class Mastery is a thing. Especially if they need to essentially rewrite how characters are stored anyway to handle whatever they're going to do when Crossplay lands, since that does require quite a bit of backend rearchitecture.

    A lot of players are more concerned about their main having all of the motifs/books/quests/etc. and don't want to toss that out. I can completely get behind wanting to have a Class Change token for something like that. The alternative is to either make a new character from scratch, or to buy a name/race/alliance swap tokens to switch one of your characters for another.
    (which is what I'm about to do, considering that some of my characters kinda took off by themselves and their original Class no longer fits so I need to swap them).
  • heimdall14_9
    heimdall14_9
    ✭✭✭
    Mechanist
    I want the ability to change my Class entirely first. Whether that's by a Class Change Token, or by removing the restrictions on Subclassing and Class Sets + Scribing Class Masteries, switching our base Class when we select three skill lines of the same other Class.

    We are getting Class Mastery passives in the near future, so we're given incentive to use 3 skill lines of the same Class. Hopefully no one will object to the ability to change our base Class now that pureclassing will be meta.

    I don't want to delete/replace my main character if a Class I actually like comes along. I want to change their base Class to that new Class. It's discouraging enough that my build isn't as optimized as it could be because I'm locked out of certain Class Sets, but now I might be locked out of Class Mastery passives as well, especially if the potential new Classes we get are a better fit for the build I'm going for.

    because of different achievements based on lvling classes they cant do this , as youd then just need to lvl one class and switch it out between the rest and do 0 work for other class achievements for other classes , i get it lvling new toons is time consuming having 70+ toons cp between 16 accounts i do really understand the time but there is so many ways to power lvl these days that tbh i can take an toon from lvl 1-50 in few hours time

    I don't know if the would be the main reason that they couldn't do it; after all, they could easily set it so that you are not allowed to swap to a Class unless you have the respective achievement in the first place. It's more that they've said that the Class is the one immutable part of a character... but that would be a useful thing for them to finally allow swapping now that Class Scripts and Class Mastery is a thing. Especially if they need to essentially rewrite how characters are stored anyway to handle whatever they're going to do when Crossplay lands, since that does require quite a bit of backend rearchitecture.

    A lot of players are more concerned about their main having all of the motifs/books/quests/etc. and don't want to toss that out. I can completely get behind wanting to have a Class Change token for something like that. The alternative is to either make a new character from scratch, or to buy a name/race/alliance swap tokens to switch one of your characters for another.
    (which is what I'm about to do, considering that some of my characters kinda took off by themselves and their original Class no longer fits so I need to swap them).

    locking you out until your maxed lvl like skill lines are would be an must and i dont think that fixes a lot of players issues as they just dont want to lvl new toons to start with
  • Emeratis
    Emeratis
    ✭✭✭✭
    Bard
    I have had character concepts involving thaumavocalism, hydromancy, and artificer for years waiting to be made and was disappointed arcanist released before those. I would like a proper elementalist or battlemage too but those technically can be covered with subclassing (if only they were competitively viable...)

    My least favorite of obvious/commmon classes to be added is monk. Never liked the class concept in any game I played so if it was added I'd probably make one but enjoy it far less than almost every other option. I have a lot of friends who really want to see it though so I hope it gets in eventually.
  • Emeratis
    Emeratis
    ✭✭✭✭
    Bard
    I want the ability to change my Class entirely first. Whether that's by a Class Change Token, or by removing the restrictions on Subclassing and Class Sets + Scribing Class Masteries, switching our base Class when we select three skill lines of the same other Class.

    We are getting Class Mastery passives in the near future, so we're given incentive to use 3 skill lines of the same Class. Hopefully no one will object to the ability to change our base Class now that pureclassing will be meta.

    I don't want to delete/replace my main character if a Class I actually like comes along. I want to change their base Class to that new Class. It's discouraging enough that my build isn't as optimized as it could be because I'm locked out of certain Class Sets, but now I might be locked out of Class Mastery passives as well, especially if the potential new Classes we get are a better fit for the build I'm going for.

    because of different achievements based on lvling classes they cant do this , as youd then just need to lvl one class and switch it out between the rest and do 0 work for other class achievements for other classes , i get it lvling new toons is time consuming having 70+ toons cp between 16 accounts i do really understand the time but there is so many ways to power lvl these days that tbh i can take an toon from lvl 1-50 in few hours time

    I don't know if the would be the main reason that they couldn't do it; after all, they could easily set it so that you are not allowed to swap to a Class unless you have the respective achievement in the first place. It's more that they've said that the Class is the one immutable part of a character... but that would be a useful thing for them to finally allow swapping now that Class Scripts and Class Mastery is a thing. Especially if they need to essentially rewrite how characters are stored anyway to handle whatever they're going to do when Crossplay lands, since that does require quite a bit of backend rearchitecture.

    A lot of players are more concerned about their main having all of the motifs/books/quests/etc. and don't want to toss that out. I can completely get behind wanting to have a Class Change token for something like that. The alternative is to either make a new character from scratch, or to buy a name/race/alliance swap tokens to switch one of your characters for another.
    (which is what I'm about to do, considering that some of my characters kinda took off by themselves and their original Class no longer fits so I need to swap them).

    locking you out until your maxed lvl like skill lines are would be an must and i dont think that fixes a lot of players issues as they just dont want to lvl new toons to start with

    Except it is not about that for most of us asking for this. I'll use a personal example since it's easier. I made a sorcerer in late 2014. She's a bosmer spinner and the four class offerings I had, sorcerer fit most. Warden then came out in 2017. My spinner was now my second most played character with 100% craft research, half the quests in game completed, a lot of other achievements and things (this is before AwA remember), etc. She was also my main trials character and healer so she had clears my main didn't and if I deleted her I would lose that clear data for guild ranking purposes if I went to new trial guilds. Also, there are parts of sorcerer that I worked into her kit and story. I decided after a lot of ruminating to keep her a sorcerer, but it felt worse to play her after that. When subclassing finally hit, I was finally free to make her have a build that more fit her actual rp/story skill for me. Now that classes are getting a lot of "identity" stuff, I'm now torn because while I can give her an rp based spinner build, how that plays as a competitive level may now change in a way that a sorc base warden hybrid may be much weaker than the exact same build as a warden base sorc hybrid. That is not a fair choice for those of us who have had characters for a decade and the competitive viability changes on something we couldn't have known or controlled years after we made the character. One of the biggest problems with endgame burnout years ago was people being tired of the meta shifting and them having to reroll their main character or play a character they had less attachment to over their mains because of balance changes. Endgamers are not machines, they also have preferences and likes and dislikes and things they care about on an emotional/personal level and not just logical/min maxing level.

    Again, we need class change tokens for longterm players who have been playing for a long time who already feel they often have their time and effort put into the game devalued. Until very recently, I was fine with it not being a thing but now I really do not think it's fair going forward to not have it. It's not fair or respectful to longterm players who already have leveled 20 (or sometimes more) characters to ask them to do it again without adding a new class/extra character slots.
    Edited by Emeratis on February 22, 2026 3:07AM
  • heimdall14_9
    heimdall14_9
    ✭✭✭
    Mechanist
    Emeratis wrote: »
    I want the ability to change my Class entirely first. Whether that's by a Class Change Token, or by removing the restrictions on Subclassing and Class Sets + Scribing Class Masteries, switching our base Class when we select three skill lines of the same other Class.

    We are getting Class Mastery passives in the near future, so we're given incentive to use 3 skill lines of the same Class. Hopefully no one will object to the ability to change our base Class now that pureclassing will be meta.

    I don't want to delete/replace my main character if a Class I actually like comes along. I want to change their base Class to that new Class. It's discouraging enough that my build isn't as optimized as it could be because I'm locked out of certain Class Sets, but now I might be locked out of Class Mastery passives as well, especially if the potential new Classes we get are a better fit for the build I'm going for.

    because of different achievements based on lvling classes they cant do this , as youd then just need to lvl one class and switch it out between the rest and do 0 work for other class achievements for other classes , i get it lvling new toons is time consuming having 70+ toons cp between 16 accounts i do really understand the time but there is so many ways to power lvl these days that tbh i can take an toon from lvl 1-50 in few hours time

    I don't know if the would be the main reason that they couldn't do it; after all, they could easily set it so that you are not allowed to swap to a Class unless you have the respective achievement in the first place. It's more that they've said that the Class is the one immutable part of a character... but that would be a useful thing for them to finally allow swapping now that Class Scripts and Class Mastery is a thing. Especially if they need to essentially rewrite how characters are stored anyway to handle whatever they're going to do when Crossplay lands, since that does require quite a bit of backend rearchitecture.

    A lot of players are more concerned about their main having all of the motifs/books/quests/etc. and don't want to toss that out. I can completely get behind wanting to have a Class Change token for something like that. The alternative is to either make a new character from scratch, or to buy a name/race/alliance swap tokens to switch one of your characters for another.
    (which is what I'm about to do, considering that some of my characters kinda took off by themselves and their original Class no longer fits so I need to swap them).

    locking you out until your maxed lvl like skill lines are would be an must and i dont think that fixes a lot of players issues as they just dont want to lvl new toons to start with

    Except it is not about that for most of us asking for this. I'll use a personal example since it's easier. I made a sorcerer in late 2014. She's a bosmer spinner and the four class offerings I had, sorcerer fit most. Warden then came out in 2017. My spinner was now my second most played character with 100% craft research, half the quests in game completed, a lot of other achievements and things (this is before AwA remember), etc. She was also my main trials character and healer so she had clears my main didn't and if I deleted her I would lose that clear data for guild ranking purposes if I went to new trial guilds. Also, there are parts of sorcerer that I worked into her kit and story. I decided after a lot of ruminating to keep her a sorcerer, but it felt worse to play her after that. When subclassing finally hit, I was finally free to make her have a build that more fit her actual rp/story skill for me. Now that classes are getting a lot of "identity" stuff, I'm not torn because while I can give her an rp based spinner build, how that plays as a competitive level may now change in a way that a sorc base warden hybrid may be much weaker than the exact same build as a warden base sorc hybrid. That is not a fair choice for those of us who have had characters for a decade and the competitive viability changes on something we couldn't have known or controlled years after we made the character. One of the biggest problems with endgame burnout years ago was people being tired of the meta shifting and them having to reroll their main character or play a character they had less attachment to over their mains because of balance changes. Endgamers are not machines, they also have preferences and likes and dislikes and things they care about on an emotional/personal level and not just logical/min maxing level.

    Again, we need class change tokens for longterm players who have been playing for a long time who already feel they often have their time and effort put into the game devalued. Until very recently, I was fine with it not being a thing but now I really do not think it's fair going forward to not have it. It's not fair or respectful to longterm players who already have leveled 20 (or sometimes more) characters to ask them to do it again without adding a new class/extra character slots.

    am not against them im just stating that they need limited so that game play and achievements stay honored within the game not just buy everything in store
  • BretonMage
    BretonMage
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    Other
    I want the ability to change my Class entirely first. Whether that's by a Class Change Token, or by removing the restrictions on Subclassing and Class Sets + Scribing Class Masteries, switching our base Class when we select three skill lines of the same other Class.

    We are getting Class Mastery passives in the near future, so we're given incentive to use 3 skill lines of the same Class. Hopefully no one will object to the ability to change our base Class now that pureclassing will be meta.

    I don't want to delete/replace my main character if a Class I actually like comes along. I want to change their base Class to that new Class. It's discouraging enough that my build isn't as optimized as it could be because I'm locked out of certain Class Sets, but now I might be locked out of Class Mastery passives as well, especially if the potential new Classes we get are a better fit for the build I'm going for.

    because of different achievements based on lvling classes they cant do this , as youd then just need to lvl one class and switch it out between the rest and do 0 work for other class achievements for other classes , i get it lvling new toons is time consuming having 70+ toons cp between 16 accounts i do really understand the time but there is so many ways to power lvl these days that tbh i can take an toon from lvl 1-50 in few hours time
    only way would be if they lock change until you have reached lvl50 on the class already then it becomes available to be switched in and out of freely with token or whatever they use but they MUST limit it to you 1st having done that class type

    Why can't we just level the new class the way we level subclasses? I'd be happy to do that.
  • heimdall14_9
    heimdall14_9
    ✭✭✭
    Mechanist
    BretonMage wrote: »
    I want the ability to change my Class entirely first. Whether that's by a Class Change Token, or by removing the restrictions on Subclassing and Class Sets + Scribing Class Masteries, switching our base Class when we select three skill lines of the same other Class.

    We are getting Class Mastery passives in the near future, so we're given incentive to use 3 skill lines of the same Class. Hopefully no one will object to the ability to change our base Class now that pureclassing will be meta.

    I don't want to delete/replace my main character if a Class I actually like comes along. I want to change their base Class to that new Class. It's discouraging enough that my build isn't as optimized as it could be because I'm locked out of certain Class Sets, but now I might be locked out of Class Mastery passives as well, especially if the potential new Classes we get are a better fit for the build I'm going for.

    because of different achievements based on lvling classes they cant do this , as youd then just need to lvl one class and switch it out between the rest and do 0 work for other class achievements for other classes , i get it lvling new toons is time consuming having 70+ toons cp between 16 accounts i do really understand the time but there is so many ways to power lvl these days that tbh i can take an toon from lvl 1-50 in few hours time
    only way would be if they lock change until you have reached lvl50 on the class already then it becomes available to be switched in and out of freely with token or whatever they use but they MUST limit it to you 1st having done that class type

    Why can't we just level the new class the way we level subclasses? I'd be happy to do that.

    dropping from cp to no cp would be the issue here if only 1 toon made to hold cp, ( you have to have at less 2 toons are cp is lost too), but i would see starting fresh in class skill lines as an ok thing

    Edited by heimdall14_9 on February 22, 2026 5:20AM
  • Frayton
    Frayton
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    Mariner
    Mariner sounds cool but there's not a lot of water around in encounters.
  • Radiate77
    Radiate77
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    Other
    Whatever next Starter Class we get, I just hope it introduces three unique Skill Lines held together by a theme, but adaptable enough to synergy well with other Starter Classes.
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Nemesis7884
    Nemesis7884
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    ✭✭✭✭✭
    Mechanist
    I would love something akin to the gw2 engineer but dwemer themed since dwemer are uniquely elder scrolls and you can find monks and bards in 5000 other games...
  • Asdara
    Asdara
    ✭✭✭✭✭
    Other
    dont want class, we want skill lines to add to our kit
    “The Second Era? Oh, you mean the BEAM Era. Because apparently every problem could be solved with a giant glowing light shooting at everything.”
  • heimdall14_9
    heimdall14_9
    ✭✭✭
    Mechanist
    i want an skill that auto plays the game for me alongside add-ons so i can just sit back and watch the game play out using codes combat along side of wizards wardrobe the skill would just need to follow script
  • Yudo
    Yudo
    ✭✭✭✭
    Wizard
    Voting Wizard but honestly between sorcerer and arcanist, I don't see a generic mage class coming out anymore.
    I rather make due with my sorcerer and hope for the best during class rework. You guys can have this one.
  • LunaFlora
    LunaFlora
    ✭✭✭✭✭
    ✭✭✭✭✭
    Mariner
    a water magic skill line or Mariner Class would be awesome.
    Really want Maormer to be a playable race first or around the same time though.


    Bard as a class that uses instruments as weapons would be cool, but seems unlikely.
    Bards in ESO are just musicians currently.
    https://en.uesp.net/wiki/Lore:Thaumavocalism
    Thaumavocalist would make more sense, could still use instruments in some skills, but would not be just like a Dungeons and Dragons Bard.


    Mechanist or Artificer class would be awesome indeed.
    i really want Dwemer or Clockwork summons.


    Monk? seems better to have Unarmed and Quarterstaff weapon lines.


    Shaman sounds like a mix of Warden, Arcanist, Necromancer, and Sorcerer.
    it sounds cool, but how would it not be too similar to those other classes?

    edited to add
    Wizard?
    honestly same question as Shaman.

    new classes would be awesome, but they should be distinct and not feel too similar to others.
    Edited by LunaFlora on February 22, 2026 10:26AM
    miaow! i'm Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰
    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
  • Last'One
    Last'One
    ✭✭✭✭✭
    Other
    We really don’t need more classes focused purely on dealing damage. I don’t see any real reason for that.

    However, if I had to choose one new class, I’d go with something like a Hunter.
    This class would have a unique purpose: taming creatures. Players could tame wolves, tigers, spiders, Mudcrabs, Trolls,
    Daedroth, Clannfear, Netch, Flesh Atronach etc...

    These creatures wouldn’t just be cosmetic companions, they would become tradable assets. Hunters could sell or trade their tamed beasts to other players. Pet-using classes could then bind these creatures to replace their standard summons. For example, players could swap their default pets, like the Sorcerer’s familiar, the Warden’s bear, or the Necromancer’s skeletal summons, with tamed creatures.

    This system could extend beyond basic skills and even apply to Ultimate abilities, giving players deeper customization over their summons.
    1. Hunters could specialize in different creature types (beasts, daedra, undead, insects, etc.)
    2. Rare creatures could spawn in difficult zones or events, creating a player-driven hunting economy
    3. Some creatures could grant unique bonuses (tankier pets, faster pets, support pets, etc.)
    4. Hunters could level their creatures, increasing value and encouraging long-term progression
    5. Guilds could hire Hunters to capture specific creatures for builds or PvP strategies

    This would add a new gameplay loop centered on exploration, hunting and customization, all grounded in Tamriel’s magical lore, where druids, Daedric binders, and beast-masters have long shaped the bond between mortals and creatures. Instead of creating more power creep, it would deepen the world’s immersion while strengthening the game’s ecosystem and player-driven economy.
    Elder Scrolls Online? A delightful blend of tragedy and comedy. Hilarious! Terrifying!
    As Sheogorath, say: "If it makes you laugh and cry at the same time… PERFECT! Do it again!"
  • LunaFlora
    LunaFlora
    ✭✭✭✭✭
    ✭✭✭✭✭
    Mariner
    ^ Taming could more easily be a skill line in the World category.

    what would it have that requires it to be part of a class?
    miaow! i'm Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰
    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
  • Chaos2088
    Chaos2088
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    ✭✭
    Other
    Tempest Class would be cool - Powers over the waves, oceans, storms, sea creatures etc etc.
    @Chaos2088 PC EU Server | AD-PvP
  • Last'One
    Last'One
    ✭✭✭✭✭
    Other
    LunaFlora wrote: »
    ^ Taming could more easily be a skill line in the World category.
    what would it have that requires it to be part of a class?

    I get what you mean, and I agree taming could work as a World skill line. The reason I imagine it as a class, though, is because of the depth it could have.

    If it were just a skill line, it would probably end up being a small side system, like Antiquities or Legerdemain, useful, but limited. As a class, taming could become a full gameplay identity built around creature mastery, magical bonding, and summoning traditions that already exist in ESO.

    We already have examples of magical animal bonds, Daedric summoning, druidic traditions, and necromantic control over creatures. A Hunter-style class could unify those ideas into a focused playstyle, with progression tied to capturing, training, and specializing creatures rather than just unlocking passives.
    It could also be perfect for players who love ESO but don’t enjoy the heavy multiplayer focus of dungeons or trials. A class built around exploration, taming, and personal progression would give those players a meaningful alternative way to play and that could be huge for them.

    So the difference isn’t just mechanics, it’s about giving the system enough weight, progression, and identity to feel like a true playstyle instead of a side feature.
    Elder Scrolls Online? A delightful blend of tragedy and comedy. Hilarious! Terrifying!
    As Sheogorath, say: "If it makes you laugh and cry at the same time… PERFECT! Do it again!"
  • LunaFlora
    LunaFlora
    ✭✭✭✭✭
    ✭✭✭✭✭
    Mariner
    Taming really sounds more like a whole new system.
    Tradeable assets? i think it would need to be a separate skill line or lines to allow interaction with other classes like that.

    And the World category also has Werewolf, Vampire, and Soul Magic which all have damaging skills.

    But regardless of how it would be implemented if it happened, i do like the idea of Taming creatures or just more combat pets.
    miaow! i'm Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰
    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
  • Wup_sa
    Wup_sa
    ✭✭✭
    Other
    Proper icemage would be nice and fill the missing elemental role.
  • Zodiarkslayer
    Zodiarkslayer
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    Other
    No new class, please!
    First, we need to get the existing classes in order before we can think about adding something. What happens when you just inject something new to an existing power balance, we all got to experience with the Arcanist.
    Not again, please.
    No Effort, No Reward?
    No Reward, No Effort!
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